- progress = None
-
- mesh = None
- bmeshes = []
- winding_test = False
- for o, m in objs:
- if o.data.winding_test:
- winding_test = True
- bmesh = o.to_mesh(context.scene, True, "PREVIEW")
- bmeshes.append(bmesh)
- me = Mesh(bmesh)
- me.transform(m)
- if not mesh:
- mesh = me
- else:
- mesh.splice(me)
-
- if progress:
- progress.set_task("Smoothing", 0.05, 0.35)
- if self.smoothing=="NONE":
- mesh.flatten_faces()
- mesh.split_smooth(progress)
-
- if self.smoothing!="BLENDER":
- mesh.compute_normals()
-
- if self.export_groups:
- mesh.sort_vertex_groups(self.max_groups)
-
- # Create a mapping from vertex group indices to bone indices
- first_obj = objs[0][0]
- group_index_map = dict((i, i) for i in range(len(first_obj.vertex_groups)))
- if first_obj.parent and first_obj.parent.type=="ARMATURE":
- armature = first_obj.parent.data
- bone_indices = dict((armature.bones[i].name, i) for i in range(len(armature.bones)))
- for g in first_obj.vertex_groups:
- if g.name in bone_indices:
- group_index_map[g.index] = bone_indices[g.name]
-
- if self.material_tex and mesh.materials:
- mesh.generate_material_uv()
-
- texunits = []
- force_unit0 = False
- if mesh.uv_layers and (self.export_uv!="NONE" or self.material_tex):
- # Figure out which UV layers to export
- if self.export_uv=="ALL":
- texunits = range(len(mesh.uv_layers))
- elif self.material_tex:
- # The material UV layer is always the last one
- texunits = [len(mesh.uv_layers)-1]
- force_unit0 = True
- else:
- for i, u in enumerate(mesh.uv_layers):
- if u.unit==0:
- texunits = [i]
- break
- texunits = [(i, mesh.uv_layers[i]) for i in texunits]
- texunits = [u for u in texunits if not u[1].hidden]
-
- if self.tbn_vecs:
- # TBN coordinates must be generated before vertices are split by any other layer
- uv_names = [u.name for i, u in texunits]
- if self.tbn_uvtex in uv_names:
- tbn_index = uv_names.index(self.tbn_uvtex)
- unit = texunits[tbn_index]
- del texunits[tbn_index]
- texunits.insert(0, unit)
-
- for i, u in texunits:
- if progress:
- progress.set_task("Splitting UVs", 0.35+0.3*i/len(texunits), 0.35+0.3*(i+1)/len(texunits))
- mesh.split_uv(i, progress)
- if self.tbn_vecs and u.name==self.tbn_uvtex:
- mesh.compute_uv()
- mesh.compute_tbn(i)
-
- mesh.compute_uv()
-
- strips = []
- loose = mesh.faces
- if self.use_strips:
- if progress:
- progress.set_task("Creating strips", 0.65, 0.95)
- strips, loose = self.stripify(mesh, progress)
-
- if progress:
- progress.set_task("Writing file", 0.95, 1.0)
-
- from .outfile import open_output
- out_file = open_output(out_file)
-
- fmt = ["NORMAL3"]
- if texunits:
- for i, u in texunits:
- if u.unit==0 or force_unit0:
- fmt.append("TEXCOORD2")
+ progress.push_task("", 0.0, 0.9)
+ mesh = create_mesh_from_object(context, mesh_or_obj, progress)
+ progress.pop_task()
+
+ from .datafile import Resource, Statement, Token
+ resource = Resource(mesh.name+".mesh", "mesh")
+ statements = resource.statements
+
+ st = Statement("vertices", Token("NORMAL3_BYTE"))
+ if mesh.uv_layers and mesh.tangent_vecs:
+ st.append(Token("TANGENT3_BYTE"))
+ if mesh.vertices[0].color:
+ st.append(Token("COLOR4_UBYTE"))
+ if mesh.uv_layers:
+ for u in mesh.uv_layers:
+ size = str(len(u.uvs[0]))
+ min_val = min(*u.uvs[0])
+ max_val = max(*u.uvs[1])
+ for c in u.uvs:
+ min_val = min(min_val, *c)
+ max_val = max(max_val, *c)
+ uv_type = "USHORT" if min_val>=0.0 and max_val<=1.0 else "FLOAT"
+ if u.unit==0:
+ st.append(Token("TEXCOORD{}_{}".format(size, uv_type)))